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The 4th edition of the Handbook of Research on Educational Communications and Technology expands upon the previous 3 versions, providing a comprehensive update on research pertaining to new and emerging educational technologies. Chapters that are no longer pertinent have been eliminated in this edition, with most chapters being completely rewritten, expanded, and updated Additionally, new chapters pertaining to research methodologies in educational technology have been added due to expressed reader interest. Each chapter now contains an extensive literature review, documenting and explaining the most recent, outstanding research, including major findings and methodologies employed. The Handbook authors continue to be international leaders in their respective fields; the list is cross disciplinary by design and great effort was taken to invite authors outside of the traditional instructional design and technology community.
This book is for educators who see all of their students as creative thinkers and active contributors to tomorrow's innovations. It differentiates between computing, computer science, computational thinking, programming, and coding; while showing how everyday tasks - like reading sheet music, solving a crossword or Sudoku puzzle, knitting, and other activities - are actually examples of computational thinking.
Teaching Computational Creativity examines the new interdisciplinary pedagogies of today's coding-intensive interactive media and design curricula. Students, researchers and faculty will find a comprehensive overview of educational practices pertaining to innovation fields such as digital media, 3D printing, agile development, physical computing, games, dance, collaboration, teacher education and online learning. This volume fills an important gap in the literature on creative computation, as practitioners are rarely challenged to reflect on or share their teaching practices. How do we design effective inter-, multi-, cross- and trans-disciplinary pedagogy and curricula? Brought together here are essays on the pedagogies that produce the so-called 'unicorns' - graduates who can code and create. Here, the intertwining of (what many consider mutually exclusive) artistic sensitivities and computational skills plays an essential role, calling forth a new kind of undergraduate curriculum attuned to the interweaving of skillsets and theoretic knowledge needed to create and innovate with ever-changing technologies.
Drawing on a wealth of theoretical and empirical work, Education in a Digital World tackles a number of pressing questions, such as, how are `global' trends in educational technology refracted through national policies and processes? How exactly are educational technologies linked to issues of global economics and the fortunes of national and international economies? To what extent are digital technologies implicated in the commercialisation, marketization and commodification of education? These questions, and others, are addressed throughout eight wide-ranging chapters, which consider topics such as the national policy strategies of countries across North and South America, Europe and East Asia, the educational technology portfolios of international organizations such as the United Nations and Microsoft, as well as the role of education and technology in international development and the on-going efforts to provide `one laptop per child' across low-income regions and countries. Through these examples Selwyn develops a detailed analysis of education, technology and globalisation, drawing together arguments and debates from various academic perspectives. Written in a detailed but accessible manner, this is an essential book for anyone wishing to gain a better understanding of the role of education and technology in contemporary globalised society.
Digital technologies have transformed cultural perceptions of learning and what it means to be literate, expanding the importance of experience alongside interpretation and reflection. Learning the Virtual Life offers ways to consider the local and global effects of digital media on educational environments, as well as the cultural transformations of how we now define learning and literacy.
While some have welcomed the educational challenges of digital culture and emphasized its possibilities for individual emancipation and social transformation in the new information age, others accuse digital culture of absorbing its recipients in an all-pervasive virtual world. Unlike most accounts of the educational and cultural consequences of digital culture, Learning the Virtual Life presents a neutral, advanced introduction to the key issues involved with the integration of digital culture and education. This edited collection presents international perspectives on a wide range of issues, and each chapter combines upper-level theory with "real-world" practice, making this essential reading for all those interested in digital media and education.
Using Web 2.0 Tools to Teach the Common Core Literacy Standards is a practical text aimed at demonstrating how teachers can integrate technology into their curriculum in order to meet the English Language Arts Standards and literacy standards for History and Science. Grounded in solid pedagogical theory, the book offers concrete strategies and lesson ideas. The ideas presented can be scaffolded to meet the needs of a wide range of student abilities in grades 6-12.
The Decentring of the Traditional University provides a unique perspective on the implications of media change for learning and literacy that allows us to peer into the future of (self) education. Each chapter draws on socio-cultural and activity theory to investigate how resourceful students are breaking away from traditional modes of instruction and educating themselves through engagement with a globally interconnected web-based participatory culture.
The argument is developed with reference to the findings of an ethnographic study that focused on university students? informal uses of social and participatory media. Each chapter draws attention to the shifting locus of agency for regulating and managing learning and describes an emergent genre of learning activity. For example, Francis explores how students are cultivating and nurturing globally distributed funds of living knowledge that transcend institutional boundaries and describes students learning through serious play in virtually figured worlds that support radically personalised lifelong learning agendas. These stories also highlight the challenges and choices learners confront as they struggle to negotiate the faultlines of media convergence and master the new media literacies required to exploit the full potential of Web 2.0 as a learning resource.
Overall, this compelling argument proposes that we are witnessing a period of historic systemic change in the culture of university learning as an emergent web-based participatory culture starts to disrupt and displace a top-down culture industry model of education that has evolved around the medium of the book. As a result, Francis argues that we need to re-conceive higher education as an identity-project in which students work on their projective identities (or imagined future selves) through engagement with both formal and informal learning activities.
Online and Social Networking Communities is a professional guide written for educational practitioners and trainers who wish to use online communication tools effectively in their teaching. Focusing on the student experience of learning in online communities, it addresses 'web 2.0' and other 'social software' tools and considers the role these technologies play in supporting student learning and building learning communities. The guide offers: real-world case studies and quality research a must-have list of useful resources guidance on building and supporting online learning communities information on how collaborative learning assessment differs from assessment of individual learning coverage of wikis, forums, blogging and micro-blogging, instant messaging, YouTube, Facebook, Second Life, Twitter, Flicker, desktop audio, videoconferencing, and social networking sites. Online and Social Networking Communities helps educators and trainers develop a critical approach by exploring online teaching from both the student and educator's perspective.This practical guide provides the tools to become a confident and thoughtful online educator, able to create successful and enjoyable learning experiences for your students.
Rethinking Learning for a Digital Age addresses the complex and diverse experiences of learners in a world embedded with digital technologies. The text combines first-hand accounts from learners with extensive research and analysis, including a developmental model for effective e-learning, and a wide range of strategies that digitally-connected learners are using to fit learning into their lives. A companion to Rethinking Pedagogy for a Digital Age (2007), this book focuses on how learners experiences of learning are changing and raises important challenges to the educational status quo.
Rethinking Learning for a Digital Age
Today 's learners are active participants in their learning experiences and are shaping their own educational environments. Professors, learning practitioners, researchers, and policy-makers will find Rethinking Learning for a Digital Age invaluable for understanding the learning experience, and shaping their own responses.
Written for educators seeking to engage students in collaboration and communication about authentic scenarios, The power of role-based e-learning offers helpful, accessible advice on the practice and research needed to design online role play. Drawing on the experiences of world-leading practitioners and citing an array of worldwide examples, it is a readable, non-technical, and comprehensive guide to the design, implementation, and evaluation of this exciting teaching approach. Issues discussed include: * designing effective online role plays * defining games, simulations and role plays * moderating engaging and authentic role-based e-learning activities * assessment and evaluation. The power of role-based e-learning offers a careful analysis of the strengths and learning opportunities of online role play, and is realistic about possible difficulties. Providing guidance for both newcomers and experienced professionals who are developing their online teaching repertoire, it is an invaluable resource for teachers, trainers, academics, and educational support staff involved in e-learning.
This is a practical guide to the use of technology enhanced learning (TEL) in the classroom. Introducing 50 ways to use technology for learning. Areas covered include: - Gamified learning - Social media - Video streaming - The flipped classroom - Instant feedback tools - And many more. Guidance on how to use these technologies for learning is complemented by an exploration of their impact on learning. For each example, the opportunities for evidencing progress are evaluated.
In order to adequately prepare students for success in their lifetimes, our schools need to be transformed into environments that encourage students to evolve and develop as creative individuals. Educators are challenged to establish an instructional practice that will encourage and support the development of student creativity as well as meet curricular goals and assessments. In this book, author Mark Gura shows that yes, creativity can be developed and - with the variety of technology resources currently available - doing so is not only possible, but practical and effective. Through examples and practical approaches the book guides educators in: weaving Maker, STEAM, Robotics, and Gaming into Instruction encouraging motivation, entrepreneurship, curiosity, and play teaching creativity across the curriculum finding technology tools and resources to support student creativity
Games and gaming have always been an important part of society and culture. Within the last 35 years, due to numerous technology innovations, electronic games in many formats have not only become ubiquitous in everyday recreational life but have also permeated many professional fields and disciplines for multiple purposes including teaching and learning.""The Handbook of Research on Effective Electronic Gaming in Education"" presents a framework for understanding games for educational purposes while providing a broader sense of current related research. Compiling over 50 groundbreaking research studies from leading international authorities in the field, this advanced and uniquely comprehensive reference is a must-have for academic and research libraries and for all those interested in expanding their theoretical and practical knowledge of the exciting field of electronic gaming.
With so many new education technologies being developed and made available to schools, how do teachers ensure they select resources that enhance inclusive teaching in the classroom? How can you make sure new technologies are integrated into every day teaching? This new text supports trainee and beginning teachers to harness the power of technology to make their classrooms truly inclusive. It helps you make informed selections of new technology and resources and make them work for everyone in your classroom. Along with clear guidance on how to implement an inclusive approach to the use of technology across a broad range of needs and curriculum themes, linking practical examples with discussion of pedagogical considerations this practical book: focuses on cutting edge technologies supports teachers to develop the knowledge and skills they need offers advice on how to assess individual learning and communication needs develops an understanding of the pedagogy needed to embed inclusive technology within whole class teaching
This book takes a serious historical and international look at the Digital Pencil movement to equip every student with a computing device with wireless connection. Using an ecological perspective as an overarching framework, and drawing on their own studies and available literature that illuminate the issues related to one-to-one computing, the authors present well-reasoned discussions about a set of complex and critical issue facing policy makers, educators, students, parents, and the general public. good idea? The authors analyze the costs and benefits of one-to-one computing programs through consideration of multiple indicators and examine the evaluation reports of various projects within their analytical framework to present a comprehensive summary of outcomes of one-to-one computing projects. What happens when each child has a networked computer? The authors analyze existing data with the goal of gaining insights and making suggestions and recommendations for policy makers, teachers, and parents. What should schools purchase or lease - is there an ideal device? devices and implementation schemes. How do we know if one-to-one computing is making a difference? The authors review the evaluation plans of the various projects and propose a framework for comprehensive evaluation and research on one-to-one computing. What is the future of one-to-one computing? The authors summarize emerging technology trends and define the role of one-to-one computing in preparing students with digital citizenship for a globalized education. This book is intended for researchers, school administrators, educational technology professionals, and policy makers in the U.S. and around the world, and as a supplemental text for advanced courses in education, technology, and technological innovation.
How to upgrade literacy instruction for digital learnersEducating students to traditional literacy standards is no longer enough. If students are to thrive in their academic and 21st-century careers, then independent and creative thinking hold the highest currency. The authors explain in detail how to add these new components of literacy:* Solution Fluency + Information Fluency + Creativity Fluency + Collaboration FluencyStudents must master a completely different set of skills to succeed in a culture of technology-driven automation, abundance, and access to global labor markets. The authors present an effective framework for integrating comprehensive literacy or fluency into the traditional curriculum.
Provides a detailed guide to how teachers can make best use of adult helpers. It shows how schools can conduct a staff audit of needs, and develop a yearly programme for adult helpers. A trouble-shooting guide offers advice on confidentiality and how to tackle difficulties.
The presence of handheld technologies in the classroom isn't enough - you need to know how to use them to enhance teaching and transform learning. As more and more primary schools acquire devices such as iPads and tablets, it is becoming clear that adding them as a classroom resource is not enough. Teachers and trainees need strategies to integrate these into existing learning contexts in a meaningful way. Without this, these fantastic resources lose their value. This book helps teachers to make the most of these devices in the primary classroom. It offers guidance on: how to use tablets to devise meaningful learning activities embed them in genuine curriculum contexts, drawing upon case studies from existing practice It is written for non-specialists and explains technical terms in an accessible, practical way. Each chapter begins with a case study contributed by a teacher using tablets in schools. Real life examples and comments like this give the text a truly practical focus. Check out the book's Pinterest board which includes the apps mentioned in the book as well as a handy infographic for a snapshot guide on starting off your tablet teaching journey. A note from the authors The use of technology in schools continues to evolve rapidly as new devices and tools become available, and the adoption of mobile devices such as iPads and tablets has been a particularly exciting development in recent years. The benefits offered by these technologies, such as their portability, connectivity, accessibility and range of media, present new challenges and opportunities for teaching and learning. As the take up of tablets gathers pace in our schools there is a need for advice on the best approaches and apps to help achieve successful learning outcomes. Teachers need to find meaningful ways to integrate the devices into their own practice and to evaluate which of the many thousands of educational apps might be appropriate for their pupils. This book considers how iPads and tablets can be used to enhance teaching and learning in primary schools. It is especially relevant in the light of the computing curriculum, which puts a new emphasis on children as makers and creators of digital content. Across other curriculum subjects too, the introduction of mobile devices that can be quickly and reliably accessed has precipitated a shift in practice. For example, they have enabled teachers and children to spontaneously pursue lines of inquiry, to connect, collaborate and publish in many different ways, and to use their digital skills to enhance their exploration of the physical world outside the classroom. With these opportunities in mind, we offer anecdotes from the classroom and examples of how tablets might be embedded within current pedagogy and practice as a natural learning tool. Each chapter combines a practical case study with discussion of related pedagogy, and recommends apps to support a personalised, inclusive and active approach to teaching and learning.
New technologies are dramatically changing the face of education and the nature of childhood itself. In Shift to the Future, Nicola Yelland examines the ways in which these technologies are reshaping the social, personal, and educational experiences of childhood, and explores the curricular revisions such changes demand. With a focus on the various information and communications technologies (ICTs) available to young students and the possibilities these ICTs offer for teaching and learning, Shift to the Future provides inspiring examples of teachers who have innovatively incorporated new technologies into their classrooms to engage their students in contemporary times.
In this study of computer-mediated instruction (CMI) in a U.S. research university that is the site of nationally known innovations in this area, Jan Nespor traces the varying material and organizational entanglements of a constantly reconfiguring network of people, things, categories, and ideas that are sometimes loosely, sometimes tightly entangled in forms of CMI. He unfolds how the different forms and meanings of CMI policy and practice were constructed over time, across departments, and in relation to students' academic trajectories. Tying together a range of issues usually separated in discussions of instructional technology and examining often slighted topics, such as the articulations of local and national practices, this book questions the common vocabulary for making sense of CMI and contributes to educational change theory by showing how CMI has evolved both from the top-down and the bottom-up. Technology and the Politics of Instruction is distinctive in its multi-level approach and in the breadth of its conceptual frame. Departing from the mainstream research on instructional technology to focus on mundane and widespread forms of CMI-PowerPoint slides, CD-ROMs, self-paced labs, and the like-Nespor views these from multiple standpoints, not just what they mean for professors, but also for administrators and students. The effect is to displace the typical emphasis in CMI research from cutting-edge, high resource artifacts and systems (the importance of which is not questioned) to the politics and organizational processes that shape the uses of such things. This book is intended primarily for scholars and students in the fields of educational and more broadly organizational change, the politics and sociology of education, curriculum theory, higher education, and educational administration, and will also interest instructional technologists and technology developers.
User Design offers a fresh perspective on how front-line
learners (users) can participate in the design of learning
environments. The author challenges the universal assumption that
front-line users must be relegated to the role of offering input,
and that the actual design activity of learning systems must still
be conducted only by experts. The book presents a new set of
methods and strategies that show how the tools of professional
designers can be effectively shared with broad groups of users and
other participants in the process of creating their own
Accessible to all audiences, User Design can serve as a strong companion volume to traditional instructional design texts, yet is comprehensive enough to be a stand-alone text in design courses. It will appeal to instructional designers, curriculum developers, training managers/designers, community organizers, adult educators, as well as anyone interested in the dynamics of power and emancipation in learning.
In this study of computer-mediated instruction (CMI) in a U.S.
research university that is the site of nationally known
innovations in this area, Jan Nespor traces the varying material
and organizational entanglements of a constantly reconfiguring
network of people, things, categories, and ideas that are sometimes
loosely, sometimes tightly entangled in forms of CMI. He unfolds
how the different forms and meanings of CMI policy and practice
were constructed over time, across departments, and in relation to
students7; academic trajectories. Tying together a range of issues
usually separated in discussions of instructional technology and
examining often slighted topics, such as the articulations of local
and national practices, this book questions the common vocabulary
for making sense of CMI and contributes to educational change
theory by showing how CMI has evolved both from the top-down and
The Educational Media and Technology Yearbook has become a standard reference in many libraries and professional collections. It provides a valuable historical record of current ideas and developments in the field. Part One of this updated volume, "Trends and Issues in Learning, Design, and Technology," presents an array of chapters that develop some of the current themes listed above, in addition to others. In Part Two, "Leadership Profiles," authors provide biographical sketches of the careers of instructional technology leaders. Part Three, "Organizations and Associations in North America," and Part Four, "Graduate Programs," are, respectively, directories of instructional technology-related organizations and institutions of higher learning offering degrees in related fields. Finally, Part Five, the "Mediagraphy," presents an annotated listing of selected current publications related to the field.
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